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Available Races
The Racial Templets are from Fantasy Folk 2nd Edition. I have made some modifications to descriptions.

The available Races for Players are:

 Dwarves              Gnomes                 Halflings               Orcs             Half Orcs


Dwarves

The history of the Dwarves in Velitrium is detailed elsewhere  Dwarves
All PC Dwarves are Redbeards!  (That does not refer to hair color)

Dwarves are +2 to ST (20 points) they have Fatigue +2 (6 points) Their Advantages are DR 1 (3 points) Extended Lifespan (5 points)  Extra Encumbrance (5 points) Hard to Kill +1 (5 points) and Longevity (5 points)
Their Disadvantages are, Greed (-15 points) Miserliness (-10 points)  Reduced Move -1 (-5 points)
Dwarves are typicaly nearsighted and are -2 with missile weapons.  
They have the Racially learned skills  Axe/Mace at DX+1 (4 points)  Merchant at IQ (2 points) and overall +3 to all Craft Skills, Mining Engineering and Prospecting (18 points)
Racial Quirks: Dwarven males never shave their beards   Suspiscious of Elves

It costs 40 points to play a Dwarf

Note
Dwarves automaticaly get 1 level of Toughness and may buy up to 2 more at regular cost.
Dwarves do not start to age until they reach 250, after which they age normaly.
Dwarves are considered adult at age 50, anything less is considered a youth.

Dwarves and other Races
They have a -2 reaction to Elves and -3 to Goblins and -2 to Orcs. And a +1 reaction to Gnomes. (This is in addition to the other reaction modifiers of these races.)
In a fight against Goblins a Dwarf is +1 with all weapon skills when used against Goblins. (This is balanced by the fact that Goblins are +1 against Dwarves).

Appearance
Dwarves are 1.5 feet shorter than an average human of his strength but 100lbs heavier.
Their features are broad and coarse and their bodie thickly muscled. Though their legs are short, their heads and torsos are the same size as a human.  Their hair color can be any found in humanity, though it often turns grey or silver late in life. Baldness is common.  Male beards are grown below the waist. If they become too long for practical work etc, they are braided up and thrown over the shoulder.




Gnomes

Close kin to Dwarves, but smaller and slighter.  The Gnomes of Velitrium arrived with the Dwarves.  See the notes on Dwarves

Gnomes are DR1 (3 points)  Extra Encumbrance (5 points) Fatigue +1 (3 points) Hard to Kill +1 (5 points) and Longevity (5 points)
Their Disadvantages are Reduced Move -1  (-5 points)
Their Quirks are:  Do Not Like To Live Underground, Never Forget a Favor or an Injury, Trim Beards Close  (-1 point each)
Their Racial Skills are  +4 to any craft skills except those involving metalworking or engineering  (12 points)

It costs 25 points to play a Gnome


Gnomes and other Races
They have a +1 reaction to Elves and Dwarves. And a -3 reaction to Goblins and Orcs.
(This is in addition to the other reaction modifiers of these races.)

Appearance
Gnomes are 2 feet shorter than an average human of his strength but 50lbs heavier.
Their features are broad and coarse and their bodie thickly muscled. Though their legs are short, their heads and torsos are the same size as a human.  Their hair color can be any found in humanity, though it often turns grey or silver late in life. Baldness is common.  Male beards are trimmed short.






Halflings

The Halflings of Velitrium also arrived with the Dwarven migration, (see Dwarves )
Most of them are still found living on the land above the Dwarven citadel, but there are many scattered throughout the kingdom in small groups and villages.

Halflings have -3 ST (-20 points) +1 DX (10 points) and +1 HT (10 points)  They have the Advantages Reputation +1 (5 points) for being good neighbors and Silence x1 (5 points) and the Disadvantages  Code of Honor - Hospitality (-5 points)  Gluttony (-5 points) and Reduced Move -1 (-5 points).  Halflings have the Racially learned skill bonuses   Bow +2, Sling +2 and Throwing +2 (4 points each) and the Quirk, 'Dislikes Traveling BY Water' (-1 point).  Many, but not all, Halflings have an Addiction to Tobacco or the local equivilant (Kash) (-5 points does NOT count against Personal Disadvantages)

It costs 10 points to play a Halfling (% with the Addiction)


Halflings and other races
Halflings react normally to all races... Members of mammalian, civilized races react to Halflings at +1 because of their pleasant, innocuous appearance.
Halflings are +1 to anyone who sets a generous table or offers to share his food and drink!
Halflings (the more timid village types) are -2 towards anyone who seems 'wild' or 'dangerous.'


Appearance
So named because they are about half the height of an average human.  They are 1.5 feet shorter then a Human of their ST but normal weight for Humans of their ST.  Halflings are typically plump, fair skinned, round- cheeked and curly haired. They are often mistaken for human children at first glance.  The males rarely  have mustaches and beards are almost unknown.  Their demeanor is pleasant and few are either remarkably ugly or attractive. One unique feature to Halflings is their broad, sturdy feet. They prefer to go barefoot except in fierce weather or rough country.





Orcs and Half-Orcs

NOTE:  It is STRONGLY ADVISED that a player consider very carefully before making an Orc or Half-Orc character.  Such characters have a powerful enemy in the form of the ENTIRE Kingdom of Velitrium, which will hunt them down and kill them or enslave them if they are found in the Valley. Please consult with the GM before creating an Orc or Half-Orc character.



Orcs are actually rather rare in this part of the world, all Orcs present are members of one tribe, the 'Yss-Graf Kuhl' which roughly translates as 'Razor Toothed.'  The tribe was brought into Khun Dhagra by the Arch-Mage Grimner to serve as his personal army and so they remain to this day.


'Yss-Graf Kuhl' Orcs are IQ -2 (-15 points) HT +2 (20 points)  and Extra Hit Points +1 (5 points)  They have the Advantages  Acute Hearing  +2 (4 points) Night Vision (10 points)   Rapid Healing (5 points)  Combat Reflexes (15 points)  High Pain Threshold (10 points)  Patron: Arch Mage Grimner and his servants:  Grimner is Patron to the ENTIRE tribe, and will only exert himself minimally for individuals, though his lesser servants will give some succor to promising Orcs.  Grimner's patronage includes starting armor (Scale, Med Shield, Helm.) Weapons, (Scimitar, spear, large knife.) a place to live and food (such as it is) Most importantly it keeps the Goblins from descending enmass on the Orc tribe!  In exchange the Orcs protect Grimner's stronghold and serve as troops, guards, escorts, raiders etc.  Individually Orcs have much time on their hands and are permitted to wander as they will, subject to the whims of the Tribe's leaders. (20 points)   They have the Disadvantages of Intolerance (-10 points)  Reputation -3 (-15 points)  Ugly Appearance (-10 points)  Bad Temper (-10 points)  Enemy: The Kingdom of Velitrium (Appears Fairly Often -40 points) They have the Racial skill of Brawling at DX (1 point)

It costs -10 points to play an Orc


Orcs and other races
Orcs pretty much hate everyone and everyone hates them
Specifically, they are -5 to anyone meeting them because of reputation and appearance. Except Elves who are -7 and Dwarves and Gnomes who are -8 when meeting Orcs.
Orcs are at -3 to everyone because of their uintolerance, but have a special hatred for Elves and Dwarves, reacting at -6 to these races.


Appearance
Orcs are squat, hairy humanoids. They have broad noses, small squinty eyes and broad mouths dominated by enlarged canine teeth.  Most Orcs stand about 5'6" (height is 2" less then normal for their ST Weight is 10lbs heavier.)  Their arms are long and powerful, their legs bowed, their hands and feet broad and coarse. Their skin is dark with a leathery texture. Though not furred their bodies are much hairier then a Human's.  Hair on the head is short, sparse and wiry, few have any facial hair. Hair color other then black is very rare.


Half Orcs
Most of what is true of Orcs is also true of Half Orcs.

Half Orcs are IQ-1 (-10 points) HT +1 (10 points) and Extra Hit Points +1 (5 points)  They have the Advantages Acute Hearing +2 (4 points) Rapid Healing (5 points) Patron: Arch Mage Grimner and his servants:  Grimner is Patron to the ENTIRE tribe, and will only exert himself minimally for individuals, though his lesser servants will give some succor to promising Orcs.  Grimner's patronage includes starting armor (Scale, Med Shield, Helm.) Weapons, (Scimitar, spear, large knife.) a place to live and food (such as it is) Most importantly it keeps the Goblins from descending enmass on the Orc tribe!  In exchange the Orcs protect Grimner's stronghold and serve as troops, guards, escorts, raiders etc.  Individually Orcs have much time on their hands and are permitted to wander as they will, subject to the whims of the Tribe's leaders. (20 points)   They have the Disadvantages of Reputation -2 (-10 points)  Unattractive Appearance (-5 points)  Enemy: The Kingdom of Velitrium (Appears rarely Often -20 points) They have the Racial skill of Brawling at DX (1 point)


It costs NO points to play a Half Orc


Half Orcs and other races
All races react to Half Orcs (If the Half Orc is recognized as such) at -3 because of Reputation and Appearance.  Elves are at -5 and Dwarves and Gnomes are -6.  If the Half Orc IS NOT recognized as such, he is still at -1 for Appearance.
Half Orcs react to most other races at normal rolls, except Elves -2 and Dwarves -3.  



Appearance
Most Half Orcs can pass for a human, though they are almost always unattractive as such.  Because of this they are at slighly less risk from their Enemy, the Kingdom of Velitrium.  Half Orcs have normal height for ST and weigh 10 lbs more then a Human of that ST.